the Rainbow Networks
+++eXy FFA
Map: thunderstruck
Players: 5 / 18
The golden pot › RAINBOW NETWORKS › Main › Quake3 1.32b based OA 0.8.0
Quake3 1.32b based OA 0.8.0
"There is only only problem, there isnt a General Crap section, that is my home. :)

I shall use Main for now. Main what? Main crap?"

Go to page 1, 2  Next
Post new topic   Reply to topic   Printer Friendly Page     Forum IndexMain
View previous topic :: View next topic  
Author Message
[sXe]
Forum Addict
Forum Addict


Joined: Sep 27, 2007
Posts: 354
Location: Germany

PostPosted: Fri Nov 07, 2008 6:04 pm    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

kernel_panic wrote:
I got problems if I do quick movements with the mouse, it lags and the player doesn't turn or makes jerky, uncontrollable movements. If this thing solves it I'm gonna have to try.

It sounds like your mouse has no decent malfunction speed. wot model (brand, no name? wireless?)

_________________

Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Fri Nov 07, 2008 2:32 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

kernel_panic wrote:

What strange behaviour while turning fast? I got problems if I do quick movements with the mouse, it lags and the player doesn't turn or makes jerky, uncontrollable movements.

Exactly this : every "calibrated" ( as acquired in my game experience, with MY mouse ) fast turn pointed crosshair in a different position , almost noticeble for me 'cause I'm used to play with high sens ... that's why I didn't use mouseaccel anymore.

Now all seems to be disappeared with new mouseaccel function.

kernel_panic wrote:
If this thing solves it I'm gonna have to try.

Yes , just try it ... I've applied the patch " quakelive_mouse_accel.patch " - which is provided in the jack's q3 1.32 zip file - to latest ioquake3 SVN ( 1481 ) modified to be functional with OA-0.7.1 and it works like a charm for me . I guess it could be applied to every q3/ioquake3 engine version/revision without any problem.

I think that it should be included in ioquake3 , 'cause even if not tested so long , it appears really better than old mouse accel function.

Many thanks to jack that gave me the idea of including it in an ioquake3 snaps :)
Back to top
View user's profile
kernel_panic
Übergod
Übergod


Joined: Aug 28, 2007
Posts: 751
Location: uk

PostPosted: Fri Nov 07, 2008 2:00 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

Ah!, so it's actually cool. I saw the code and it's curious what he did, I was wondering whether the difference was noticeable.

Quote::
With the old one I noticed my fps decreasing and some strange behaviours while aiming and/or turning fast ( on linux with in_mouse 1 and cl_mouseaccel 1 )

What strange behaviour while turning fast? I got problems if I do quick movements with the mouse, it lags and the player doesn't turn or makes jerky, uncontrollable movements. If this thing solves it I'm gonna have to try.

_________________
"Fuelling off topic babble since day 1."
Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Fri Nov 07, 2008 12:05 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

[sXe wrote:
"]Any real improvements about the accel settings?

Dunno if it can be treated as a "real" improvement ... but for me the new accel bahaviour is better than old-classic one

With the old one I noticed my fps decreasing and some strange behaviours while aiming and/or turning fast ( on linux with in_mouse 1 and cl_mouseaccel 1 )

I don't notice anything with the new accel function ( in_mouse 1 , cl_mouseAccelStyle 1 - new accel function - , cl_mouseAccelOffset 5, cl_mouseAccel 1 )
Back to top
View user's profile
[sXe]
Forum Addict
Forum Addict


Joined: Sep 27, 2007
Posts: 354
Location: Germany

PostPosted: Thu Nov 06, 2008 11:00 pm    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

Any real improvements about the accel settings?

_________________

Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Thu Nov 06, 2008 1:43 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

Damn ... the new accel function is really really fu**ing good !!!
Back to top
View user's profile
jackthompson
Admin
Admin


Joined: Aug 15, 2007
Posts: 1302
Location: Here

PostPosted: Wed Nov 05, 2008 7:07 pm    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

Falkland wrote:
jackthompson wrote:

...
Both with Quake Live mouse acceleration.
...

So is this patch used in QL and not in ioquake3 ?

Description: source code tracking for UrT modifications to the ioquake3 engine

idk if they have applied it to the ioq3 codebase in the meantime.. but yes.. that's the patch... it's the original QL mouse acceleration..
Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Wed Nov 05, 2008 5:34 pm    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

jackthompson wrote:

...
Both with Quake Live mouse acceleration.
...

So is this patch used in QL and not in ioquake3 ?

Description: source code tracking for UrT modifications to the ioquake3 engine
Back to top
View user's profile
jackthompson
Admin
Admin


Joined: Aug 15, 2007
Posts: 1302
Location: Here

PostPosted: Mon Oct 27, 2008 2:00 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

same problem... ye.. but that code of 1.32b might have even more bugs than that one..
Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Mon Oct 27, 2008 12:24 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

Aarrrrgh ... jack ... read this
Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Tue Oct 21, 2008 4:32 pm    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

The following patch should be added to the engine :

Code::
Index: code/client/cl_parse.c
===================================================================
--- code/client/cl_parse.c	(revision 6)
+++ code/client/cl_parse.c	(revision 42)
@@ -255,6 +255,16 @@
 
 	// read areamask
 	len = MSG_ReadByte( msg );
+	// Cgg - ioquake3 rev 796
+	// Fix remotely exploitable parse download overflow reported by Luigi Auriemma.
+	// See http://lists.grok.org.uk/pipermail/full-disclosure/2006-June/046578.html
+	// for the advisory.
+	if(len > sizeof(newSnap.areamask))
+	{
+		Com_Error (ERR_DROP,"CL_ParseSnapshot: Invalid size %d for areamask.", len);
+		return;
+	}
+	// !Cgg

 	MSG_ReadData( msg, &newSnap.areamask, len);
  	// read playerinfo
@@ -475,6 +485,17 @@
 	unsigned char data[MAX_MSGLEN];
 	int block;

+	// Cgg - ioquake3 rev 796
+	// Fix remotely exploitable parse download overflow reported by Luigi Auriemma.
+	// See http://lists.grok.org.uk/pipermail/full-disclosure/2006-June/046578.html
+	// for the advisory.
+	if (!*clc.downloadTempName) {
+		Com_Printf("Server sending download, but no download was requested\n");
+		CL_AddReliableCommand( "stopdl" );
+		return;
+	}
+	// !Cgg
+

 	// read the data
 	block = MSG_ReadShort ( msg );

@@ -493,8 +514,17 @@
 	}

 	size = MSG_ReadShort ( msg );
-	if (size > 0)
-		MSG_ReadData( msg, data, size );
+	// Cgg - ioquake3 rev 796
+	// Fix remotely exploitable parse download overflow reported by Luigi Auriemma.
+	// See http://lists.grok.org.uk/pipermail/full-disclosure/2006-June/046578.html
+	// for the advisory.
+	if (size < 0 || size > sizeof(data))
+	{
+		Com_Error(ERR_DROP, "CL_ParseDownload: Invalid size %d for download chunk.", size);
+		return;
+	}
+	MSG_ReadData(msg, data, size);	
+	// !Cgg 

 	if (clc.downloadBlock != block) {
 		Com_DPrintf( "CL_ParseDownload: Expected block %d, got %d\n", clc.downloadBlock, block);
@@ -504,11 +534,17 @@
 	// open the file if not opened yet
 	if (!clc.download)
 	{
+		// Cgg - ioquake3 rev 796
+		// Fix remotely exploitable parse download overflow reported by Luigi Auriemma.
+		// See http://lists.grok.org.uk/pipermail/full-disclosure/2006-June/046578.html
+		// for the advisory.
+	/*
 		if (!*clc.downloadTempName) {
 			Com_Printf("Server sending download, but no download was requested\n");
 			CL_AddReliableCommand( "stopdl" );
 			return;
-		}
+		}*/
+		// !Cgg
 
 		clc.download = FS_SV_FOpenFileWrite( clc.downloadTempName );
Back to top
View user's profile
jackthompson
Admin
Admin


Joined: Aug 15, 2007
Posts: 1302
Location: Here

PostPosted: Tue Aug 19, 2008 4:35 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

:)

so.... if someone got a windows client out of this.. i'd like to know... :)
Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Tue Aug 19, 2008 1:47 am    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

jackthompson wrote:

but the in-game browser and such works fine here... and the OA patch does include all changes necessary for 0.8.0 (also the protocol)...

Ok ... I've found : it shows protocol 68 'cause I've marked q3config.cfg as readonly ( shared trough the different versions of OA : it never happened before , 'cause every client - from 0.7.1 to 0.8.0 - override protocol value with its own ) ; the linuxquake3 client reads "protocol 68" from config and can't parse servers, but it connects without problems to a specified server.

Now linuxclient3 correctly browses servers , in both ways : passing "+set protocol 70" to command line and modifing the protocol cvar in q3config.cfg ... :)

Quote::
the OA patch might be, accidently, be disabled in apply_changes.sh because i compiled the Q3A client after the OA one...

For me opening apply_changes.sh and removing a "#" is not a problem :)
Back to top
View user's profile
jackthompson
Admin
Admin


Joined: Aug 15, 2007
Posts: 1302
Location: Here

PostPosted: Mon Aug 18, 2008 9:48 pm    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

nope.. 1.32b does not use SDL or openAL...

but the in-game browser and such works fine here... and the OA patch does include all changes necessary for 0.8.0 (also the protocol)...

the OA patch might be, accidently, be disabled in apply_changes.sh because i compiled the Q3A client after the OA one...
Back to top
View user's profile
Falkland
Übergod
Übergod


Joined: Aug 01, 2008
Posts: 922
Location: Nowhere

PostPosted: Mon Aug 18, 2008 8:06 pm    Post subject: Re: Quake3 1.32b based OA 0.8.0 Reply with quote

walk wrote:
Stupid question, but did you go through the shell scripts? (apply-patch.sh, apply-fixes.sh)


Yes , of course , but OA changes are not included by default in the script apply_changes.sh



Quote::
Also, SDL and OpenAL don't match.


I dont' know q3 1.32b code at all and i didn't inspect it yet , but it seems to me that q3 1.32b completely lacks SDL/openAL support :/

there's a cvar (snddevice "/dev/dsp") that makes me thinking so :/
Back to top
View user's profile
Display posts from previous:   
Post new topic   Reply to topic   Printer Friendly Page     Forum Index -> Main All times are GMT + 1 Hour
Go to page 1, 2  Next
Page 1 of 2


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Welcome Anonymous


Membership:
Latest: kontol
New Today: 0
New Yesterday: 0
Overall: 355

People Online:
Members: 0
Visitors: 35
Total: 35
Who Is Where:
 Visitors:
01: The golden pot
02: The golden pot
03: The golden pot
04: Rainbow Media
05: The golden pot
06: The golden pot
07: The golden pot
08: The golden pot
09: The golden pot
10: The golden pot
11: The golden pot
12: The golden pot
13: Home
14: Home
15: My Account
16: Home
17: Maps
18: Rainbow Media
19: The golden pot
20: Maps
21: The golden pot
22: The golden pot
23: The golden pot
24: The golden pot
25: The golden pot
26: The golden pot
27: The golden pot
28: The golden pot
29: The golden pot
30: The golden pot
31: My Account
32: The golden pot
33: The golden pot
34: The golden pot
35: Shoutblock

Staff Online:

No staff members are online!

The Rainbow Networks website is hosted by JockeTF and Soder on furver.se.

The Rainbow Networks
Interactive software released under GNU GPL, Code Credits, Privacy Policy
Azul theme and related images designed by Jamin